If you're a brony and a Final Fantasy fan, and you want to play a game that combines ponies with Final Fantasy, I just thought you might like to know that an excellent fan game called Pony Fantasy 6 was released a few days ago.
If you are interested in this game, and would like to give it a try, please follow this link... http://www.pony-fantasy-6.com/
If you want more information on what to expect from this game that isn't already covered in the link, please read on.
Do not let the fact that the whole game is ponified fool you... It is somewhat more difficult than the original FF6. If you get complacent while fighting certain bosses, you WILL get stomped. Here are the changes that I've noticed so far...
-Every character and many of the enemies have different sprites
-The dialogue has been changed
-A few scenes have been added
-The names of nearly all characters and locations have been changed to fit the theme of the game
-Healing items now heal a percentage of your HP... For example, instead of healing 50 or 250 HP, they will now heal about 30% or 50% HP.
-Many items have been renamed. There are also a few new pieces of equipment with different effects that didn't exist in the original FF6.
-Also, shurikens are now equipable items. They also do the same damage in the back row as they do in the front row. As of v0.97, they can be equipped with two hooves.
-The Economizer, the incredibly broken relic that reduced all MP costs to 1, has been completely removed. It has been replaced with the Fire Ruby, an item that halves MP cost and increases spell power.
-The Paladin Shield has been nerfed significantly. Instead of having 59 Defense/Magic Defense and 40% Evade/MBlock and negating or absorbing most elements, it now has lower defense/MDef, 20% Evade/MBlock, halves damage from most elements, and increases Maximum HP.
-As of v0.97, Derpy can no longer equip Magnet Hoof or Power Grip.
-A few spells have different effects, and many spells' MP costs have been altered. For example...
-Quick costs 249 MP.
-Ultima also costs 249 MP, but, as of v0.97, it now ignores split damage to compensate. It now deals about 2.5x as much damage as the original FF6 Ultima when used against multiple targets. Unless you're at an abnormally low level, you'll most likely hit 9999, or close to it, every time you use this spell.
-Rasp now costs 50 MP, and can hit all enemies.
-Osmose costs 0 MP instead of 1, and is also slightly weaker.
-Shell and Safe can also affect the entire party, making them significantly more useful.
-W. Wind is now basically an alternate version of the Aero spell, doing moderately high Wind damage to all enemies. In original FF6, it was a horribly useless spell with low accuracy that randomly hit ally and enemy alike, reducing their HP to 1/16, and affecting allies more than enemies.
-Break now does Earth damage with a high chance of petrifying its target. It now costs 70 MP. As of v0.97, it is now slightly stronger.
-As of v0.97, the spell Remedy cures Berserk and stops Dance.
-Doom also costs 70 MP now. Sadly, that's the only noticeable change to the spell.
-Flare is now Fire-elemental instead of non-elemental, and it no longer ignores magic defense.
-Freeze is an entirely new spell that does high Ice damage with a high chance of inflicting Freeze status. It is basically a slightly stronger, single-target version of Ice 3 with a status effect attached.
-Cure 4 is another entirely new spell. It is obviously stronger than Cure 3, but it also automatically applies Regen to your party when it's cast. It can only be cast in battle, but weaker Cure spells already heal enough that this is no big deal.
-Meteor has been changed to Comet for some unknown reason, and shares the same animation as the enemy attack Meteo. As of v0.97, it is also significantly weaker, and while it still ignores magic defense, it does NOT ignore split damage anymore.
-Merton's name has been changed to Molten. It is STILL as incredibly awesome as it was in the original FF6. Cast this with your entire party decked out with Flame Shields to see what I mean.
-The infamous Vanish-Doom bug is now fixed. No more cheaping bosses or instant death-immune enemies by casting Vanish and then Doom on them. I found this out when I tried to cast Doom on Intangir and nothing happened.
-Most of the bosses have higher HP/stats and new attacks. Don't be surprised if some of these bosses mop the floor with you at first, even if you're a veteran FF6 player. The Phantom Train is no longer Undead, for example. Cranes are now capable of using Seize/Grab, an attack that was exclusive to the Tentacles in the original FF6. Just as an example of how ridiculous this gets at times, Ultima Weapon now has about 54,000 HP, and is quite fond of spamming powerful spells like Holy, Break and Flare, 3 at a time. Some late-game bosses have HP in the 6-figure range, and have more powerful attacks/better battle scripts than before.
-SrBehemoth now has 48,000 HP. The second one is no longer Undead, so you can't just throw a Phoenix Down or Life spell at him now. This means you effectively have 96,000 HP to take down.
-A few regular enemies ALSO have higher HP and slightly different attack patterns. When v1.1 finally gets released, many more enemies will have higher HP and different attack patterns so as to increase the difficulty.
-The 8 Dragons are MUCH harder than before. Most of them have 65535 HP, different attack patterns, and they have new gimmicks that make the fight even harder. The Dirt Dragon, for example, has permanent Runic status. The Skull Dragon has been replaced with TWO Dracolichs, which EACH have 65,535 HP, both have some pretty mean attacks, many of which cause Zombie, Doom or Death, AND, if you kill one, you'd better kill the other within a few seconds; otherwise, the one you killed will revive WITH FULL HP. Needless to say, if you try to fight the 8 Dragons as soon as you can, you WILL get stomped.
-Not all characters can use magic or equip Espers anymore. Only unicorns and alicorns can. Pegasi and earth ponies can learn magic by equipping items that teach spells, but they will never be able to use them.
-All the characters have different abilities attached to them to balance this.
-You don't gain stat bonuses from leveling up while having Espers equipped anymore. All the characters have significantly higher stats than their vanilla FF6 counterparts to balance this.
-This game is also constantly updating as well, so for those of you who have already beaten this game and done everything there is to do in it, expect for there to be bonus bosses and additional side quests in the near future. Hopefully, these bonus bosses will provide a good challenge, even for those of us who overleveled our characters. Ideally, they would make Kaiser Dragon and Omega Weapon (Final Fantasy VI Advance-exclusive bonus bosses) look like pansies in comparison, but either way, can't wait.
-Kaiser Dragon/CzarDragon is a bonus boss that can be fought in the Coliseum. He is a LOT harder than the FF6 Kaiser Dragon. He has around 458,500 HP now (65500 x 7), has a huge repertoire of attacks (probably around 50-60 different attacks between each of his forms), and, on his final form, he is quite fond of spamming Fallen One/Dickmove Alpha and Mind Blast/Dickmove Beta (Inflicts two random status effects on each character, can be mostly nullified with a Blue Ribbon), and he enjoys using them in tandem. AND, on top of that, when he dies, he pulls the granddaddy of ALL dickmoves... His final action is to cast Ultima (which ignores split damage now, meaning it does a guaranteed 9999 to your entire party), and then immediately follow that up with a 4-hit combo. Better have Life 3 on all characters, and, for maximum survivability, try to have at least one character in the air while he's doing his final actions. Even if you're level 99, it's best not to get complacent.
-Queen Chrysalis has already been announced as a future bonus boss, although whether she'll make it in the game remains to be seen. Though this is just speculative as this point in time, maybe there's a slight chance that King Sombra will be announced and featured as a bonus boss in a future update? At any rate, if either of them become bonus bosses, or if some other entirely different bonus boss makes it in the game in a future update, hopefully they'll be even MORE ridiculously powerful and difficult than the Kaiser Dragon. Hopefully they'll get The Fierce Battle as their battle theme as well. Seriously, that theme never gets used enough. It only plays against Ultima Weapon and the Goddess Statues.